// Copyright(c) 2019 - 2020, #Momo
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met :
// 
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// 
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and /or other materials provided with the distribution.
// 
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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// DAMAGES(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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#pragma once

#include "Utilities/ECS/Component.h"
#include "Core/Events/KeyEvent.h"
#include "Utilities/Math/Math.h"

namespace MxEngine
{
    class InputController
    {
        MAKE_COMPONENT(InputController);

        Vector3 motion{ 0.0f };
        std::array<KeyCode, 6> keybindings = {
            KeyCode::UNKNOWN, KeyCode::UNKNOWN, KeyCode::UNKNOWN, KeyCode::UNKNOWN, KeyCode::UNKNOWN, KeyCode::UNKNOWN,
        };
        bool bindHorizontalRotation = false, bindVerticalRotation = false, bindMovement = false, cameraStyleMovement = false;
        float rotateSpeed = 10.0f;
        float moveSpeed = 1.0f;
        
        void BindMovementCallback();
        void BindRotationCallback();
    public:
        InputController() = default;
        ~InputController();

        void BindMovement(KeyCode forward, KeyCode left, KeyCode back, KeyCode right);
        void BindMovement(KeyCode forward, KeyCode left, KeyCode back, KeyCode right, KeyCode up, KeyCode down);
        void BindMovementWASD();
        void BindMovementWASDSpaceShift();
        void BindRotation();
        void BindHorizontalRotation();
        void BindVerticalRotation();
        void UnbindAll();

        float GetMoveSpeed() const;
        void SetMoveSpeed(float speed);
        float GetRotateSpeed() const;
        void SetRotateSpeed(float speed);

        const Vector3& GetMotionVector() const;
        KeyCode GetForwardKeyBinding() const;
        KeyCode GetBackKeyBinding() const;
        KeyCode GetLeftKeyBinding() const;
        KeyCode GetRightKeyBinding() const;
        KeyCode GetUpKeyBinding() const;
        KeyCode GetDownKeyBinding() const;
        bool IsVerticalRotationBound() const;
        bool IsHorizontalRotationBound() const;
        bool IsCameraStyleMovementEnabled() const;

        void SetForwardKeyBinding(KeyCode key);
        void SetBackKeyBinding(KeyCode key);
        void SetLeftKeyBinding(KeyCode key);
        void SetRightKeyBinding(KeyCode key);
        void SetUpKeyBinding(KeyCode key);
        void SetDownKeyBinding(KeyCode key);
        void ToggleVerticalRotationBound(bool value);
        void ToggleHorizontalRotationBound(bool value);
        void ToggleCameraStyleMovement(bool value);
    };
}